Koume Sakiyama
Profile
- EN Name: Otherwordly Koume Sakiyama
- JP Name: 異界型 咲山小梅
- Voice Actress: Aoi Yuuki
- Element: No Element
- Health: 19500
Guest character from Lord of Vermillion IV.
She is also known as MAAB Scharlachrot
Overview
Strengths/Weaknesses
Strengths |
Weaknesses
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- Full auto combo steals meter from the opponent, denying a valuable resource from the opponent and allowing Koume to build meter advantage fast
- Has an array of large space controlling normals
- Has fire, ice, and wind attacks, allowing for flexibility in utilizing the elemental counter system
- One of, if not the best, anti air in the game
|
- Resource dependent for high damage
- Mix-up game leaves a lot to be desired
- Buttons have a lot of recovery which can make her prone to being whiff punished
- No good defensive buttons means she can struggle with escaping prsesure against certain characters
- No good reversal outside of system mechanics
- Slow run speed and movement
- Unable to do anything off of a grab without using Elemental Boost
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Recommended Support Knights
1 Mana
- An ice assist that shoots a ball of ice that travels at a moderate speed. Usable as a combo extender and can be used in neutral to whiff punish and start a combo, but with Koume's already long range normal's using Elle as a whiff punish is sub-optimal and there are better assists to use as combo extenders.
- A fire assist that hits low and forces a standing state on hit. Can be used for niche combos due to its re-standing properties but has very limited use in combos for Koume.
- An ice assist that consists of Evaine volleyball spiking a watermelon at a fast speed; wall bounces up to three times. A useful tool for neutral control and in some scenarios an okizeme tool, but unnecessary for Koume as there are assists that work better with Koume's kit for these rolls.
2 Mana
- A fire assist that covers a large area and slightly tracks the opponent. Balin is extremely fast and plus on block letting Koume use her to control neutral and end unsafe block-strings such as a 623x ender. Balin also allows for an easy elemental counter hit when used after Koume's 5d, March Hare.
- An ice assist that is both fast and has amazing horizontal range, hitting from full screen. Like Balin, Magic Guild is quite fast and plus on block, allowing her to be used both in neutral and to end unsafe block strings. Koume can implement Magic Guild in to most combos and is especially useful after Koume's 214d, Eligos, for an easy elemental counter hit.
- Clone Techno-Smith Arthur
- A wind assist that acts as both an amazing anti-air and a combo extender for Koume. Techno-Smith has phenomenally fast startup and has a very high reaching hit-box making her a useful anti-air tool. Her use in combos is limited but she has great use in corner combos, specifically being used to follow up Koume's 2d, Tri-Horn, for an elemental counter hit, allowing for further follow-ups.
- An ice assist that spawns on the ground at the players location, striking a large area in front of him when struck or after a bit of time. A great tool for both okizeme after a combo or for counter poke, Lancelot is great for both applying your own pressure after a hard knockdown and for alleviating your opponents pressure. Unfortunately Lancelot has next to no use as a combo extension limiting him as a neutral option.
- An ice assist that hits diagonally upwards at a 30° angle. Tor is a fast assist with good damage that allows for various follow ups due to her ice element, however due to her angle of attack Tor can be considered to be a sub-optimal version of Magic Guild Arthur for Koume due to Tor's weaker usage as a neutral tool and her more limited potential as a combo extender.
3 Mana
- An ice assist that consists of a laser that hits 20 times and has a small amount of startup before the laser is actually fired. Although this must be combo'ed into Koume has no trouble doing so being able to convert most combos into Pharsalia, a common choice being to use her after Koume's 214d, Eligos. Pharasalia also confirms Koumes 214x+x, allowing for high damage combos.
- A non elemental assist, Guinevere hit the opponent in an area in front of the player on the ground. On hit she increases the current mana cost of each support knight for your opponent by one each for the next use only. This effect stack but won't cause an assist to cost more than five. Koume can use Guinevere to end most mid-screen combos and when used in the corner, you can continue your combo. While she does not offer much to Koume in terms of damage, when used in tandem with Koume's meter stealing auto combo Guinevere allows Koume to grind out the opponent for much longer provided the player can successfully control the neutral.
- A fire assist that consists of a laser shot at 45° diagonally upwards and hits 16 times. Only useful as a combo ender and while Mordred does around 900 more damage than Pharasalia Koume cannot follow Mordred with anything, making him a sub-optimal combo ender.
Normal Moves
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
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500
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-
|
7
|
-
|
-
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-3
|
-
|
-
|
-
|
Jump cancelable. most important fast poke and combo starter.
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|
5AA
5AA
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
-
|
11
|
-
|
-
|
-4
|
-
|
-
|
-
|
|
|
5AAA
5AAA
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Frame Adv
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Starter Scaling
|
Combo Scaling
|
Element
|
-
|
-
|
18
|
-
|
-
|
-7
|
-
|
-
|
-
|
Recovers in mid-air. Not a true blockstring from 5aa. cancel into j.236c on block for a mixup opportunity/pressure reset.
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|
5AAAA
5AAAA
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
|
Combo Scaling
|
Element
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
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Only comes out on hit. Steals meter. super cancels into 623xx for damage squeeze
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5B
5B
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Frame Adv
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Starter Scaling
|
Combo Scaling
|
Element
|
900
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-
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11
|
-
|
-
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-14
|
-
|
-
|
-
|
Good midrange poke, can cancel into itself multiple times. Not disjointed however, so take care not to whiff this.
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|
5BB
5BB
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Frame Adv
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Starter Scaling
|
Combo Scaling
|
Element
|
1440
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-
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7
|
-
|
-
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-6
|
-
|
-
|
-
|
|
5BBB
5BBB Same animation as 5B Same animation as 5B
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
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Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1926
|
-
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5
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-
|
-
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-12
|
-
|
-
|
-
|
|
5BBBB
5BBBB Same animation as 5BB Same animation as 5BB
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Frame Adv
|
Starter Scaling
|
Combo Scaling
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Element
|
-
|
-
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4
|
-
|
-
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-6
|
-
|
-
|
-
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1600
|
-
|
15
|
-
|
-
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-6
|
-
|
-
|
-
|
|
6C
6C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1988
|
-
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11
|
-
|
-
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-14
|
-
|
-
|
-
|
|
2A
2A
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Frame Adv
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Starter Scaling
|
Combo Scaling
|
Element
|
400
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Low
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6
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-
|
-
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-5
|
-
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-
|
-
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Can cancel onto itself leading into autocombo.
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2AAA
2AAA
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1200
|
-
|
11
|
-
|
-
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-8
|
-
|
-
|
-
|
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Frame Adv
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Starter Scaling
|
Combo Scaling
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Element
|
1880
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Low
|
11
|
-
|
-
|
-10
|
-
|
-
|
-
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Multi-hit move that pushes the enemy away on hit and block. Can be confirmed into 236C only on the very last hit.
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|
j.A
j.A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
800
|
-
|
9
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.B
j.B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1000
|
-
|
10
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1800
|
-
|
18
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Elemental Attacks
5D
Summon March Hare 5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1800
|
-
|
17
|
-
|
-
|
-15
|
-
|
-
|
Wind
|
|
2D
Summon Tri-Horn 2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1600
|
-
|
13
|
-
|
-
|
-13
|
-
|
-
|
Ice
|
|
j.D
Summon Stolas j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2400
|
M
|
16
|
-
|
-
|
-
|
-
|
-
|
Fire
|
|
Throws
5/6B+C
Forward Throw 5/6B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2400
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
Throw
|
|
4B+C
Back Throw 4B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2400
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.B+C
Air Throw j.B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
Throw
|
5
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
236X
Time for Your Shots! 236X Get over here! Get over here!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
A
|
1920
|
Mid
|
14
|
-
|
-
|
-
|
-
|
-
|
-
|
B
|
1920
|
Mid
|
15
|
-
|
-
|
-1
|
-
|
-
|
-
|
C
|
1920
|
Low
|
21
|
-
|
-
|
+3
|
-
|
-
|
-
|
Will not hit opponents close to Koume. All versions vacuum opponent on hit or block.
|
|
j.236X
Time for Your Shots! (Air) j.236X
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
A
|
1840
|
M
|
15
|
-
|
-
|
-
|
-
|
-
|
-
|
B
|
1840
|
M
|
14
|
-
|
-
|
-
|
-
|
-
|
-
|
C
|
1840
|
M
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
Will not hit opponents close to Koume. All versions vacuum opponent on hit or block.
|
|
623X
Wanna Get Hospitalized? 623X On whiff, the name of this special applies to the player On whiff, the name of this special applies to the player
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
A
|
2480
|
M
|
9
|
-
|
-16
|
-
|
-
|
-
|
-
|
B
|
2480
|
M
|
9
|
-
|
-
|
-
|
-
|
-
|
-
|
C
|
2480
|
M
|
9
|
-
|
-
|
-
|
-
|
-
|
-
|
Koumecopter. Button level determines height and horizontal travel. No version has invulnerability.
|
|
214D
Summon Eligos 214D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2880
|
M
|
13
|
-
|
-
|
-11
|
-
|
-
|
Fire
|
2 hits, can link into 214XX
|
|
Million Skill
236XX
Summon Dantalion 236XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
4236
|
M
|
12
|
-
|
-
|
38
|
-
|
-
|
-
|
Also available as A autocombo super. Dantalion summons a ball of fire that carries the opponent all the way to the corner on hit (early combo) or leaves them airborne (late combo). Excellent super to set up 3 mana Support Knight attack or follow up with Koume's other supers. Frame advantage is assuming minimum amount of hits before ball passes through (Corner)
|
|
623XX
It's Koume Special Time! 623XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
7035
|
M
|
7
|
-
|
-
|
-
|
-
|
-
|
-
|
Reversal. Damaging combo ender. Can be easily set up after 5AAAA.
|
|
Million Excalibur
Summon Wadatsumi 214XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
10,000
|
Throw
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
Summons a portal beneath the opponent. Unblockable. Can be jumped after flash to avoid the attack.
|
|
Combos
Solo Combos
- 2C > 236C, 5AAAA > 623XX (7060)
- Throw > EB, 5BB > 236A, 5AAAA > 623XX (6051)
- 214D > 214XX (7200)
Mid-screen
2A Starter:
- 2A > 5AA > 5BBBB > 2C > 236B (4120)
- 2A > 2C > 236C > 5AAAA > (4307)
- 2A > 5BB > 2B > 2C > 236C > 5AA > 5C > 214D (4843)
- 2A > 5B > 2C > 236C > 236A > 5AA > 5C > 214D (5059)
- 2A > 5AA > 5B > 6C(4) > 236A > 5AA > 5C > 214D (5281)
- Side Switches
- 2A > 5BB > 5C > 6C(4) > 236A > 5A > 5B > 5C > 214D (5422)
- Side Switches
- 2A > 5AAA > 236C > 5AA > 5C > 214D (4552)
5A Starter:
- 5A > 6C(4) > 236A, 5AA > jc j.A > j.B > j.C (5562)
- Side Switches
- 5AA > 6C(4) > 236A, 5AAAA > 623XX (7934)
- Side Switches
Corner
5A Starter:
- 5A > 5B > 5C > 5D > 214D, 2D > 236A, 5AAAA > 623XX (8867)
2A Starter:
- 2A > 5AA > 5C > 5D > 214D > 2D > 236A > 5AAAA > 623XX (7896)
Support Knight Combos
Pharsalia Assist:
Mid-screen:
- 5BB > 2B > 2C > 236B > Pharsalia > 214XX (10.1k)
- 2A > 2C > 236C > 5BBBB > 214D > Pharsalia > 214XX (10.2K)
- 5BB > 2B > 2C > 236C >623xx > Pharsalia
Corner:
- 5AA > 5C > 5D > 214D, 2D, 66 5AAA > j.236C > j.Pharsalia |> 214XX (111.9k)
- 5AA > 5C > 5D > 214D, 2D, 66 5AA > 5C > 623C > j.Pharsalia |> 214XX (12.1k)
Clone Magic Guild Arthur Assist:
- 5AAAA > Magic Guild Arthur > 66 5AA > 5C > 214D (can be ended with 623XX instead of 214D if meter is available) (5213)
- 5BBBB > 2B > 2C > 236B > Magic Guild Arthur > 214D (can be ended with 623XX instead of 214D if meter is available) (5534)
- 2A > 5A > 6C(3) > 236A > 5AAAA > Magic Guild Arthur > 623C (can be ended with 623XX instead of 623C if meter is available) (5620)
- Side Switches
Corner:
- 5AAA > j.236C > j.D > j.Magic Guild Arthur > j.66 > j.C (5158)
- j.D > j.MAgic Guild Arthur |> 5D > 214D > 2D > 236A > 5AAAA > 623XX (8208)
- 5BB > 5C > 214D > Magic Guild Arthur > 66 > 5D > j.D > 2D > 236A > 5AAAA > 623XX(8848)
Type II Balin:
Mid-screen:
- 6C > Balin > 66 > 5BBBB > 214D (4574)
- 236C > 5AA > 5C > Balin > 66 > 5BBBB > 214D (6340)
Corner:
- 5AAA > j.236C > j.B |> 236A(1) > Balin > 66 > 5B > 214D (5230)
- 2C > 236C > 5A > 5C > 5D > Balin > 2D > 236A > 5AA > 5C > 214D (6626)
Type II Tor:
Mid-screen:
- 2C > 236C > Tor > 66 > 5BBBB > 214D (5854)'
Corner:
- 5A > 5B > 5C > 5D > 214D, 2D > Tor > 236A, 5AAAA > 623XX (9460).
Multiple Support Knight Assists:
Mid-screen:
- 2A > 5A > 6C(5) > Balin > 66 > 5BBBB > 214D > Magic Guild Arthur > 66 > 236B (5877)
- 5BBBB > 236B > Magic Guild Arthur > 5BBBB > 214D > Pharsalia > 214XX (11.4K)
Corner:
- 2C > 236C > 5A > 5C > 5D > Balin > 2D > 236A > 5AA > 5C > 214D > Pharsalia > 214XX (12.2K)
- 5AA > 5B > 5C > 5D > 214D > 2D > 236A > 5AAAA > Magic Guild Arthur > Pharsalia > 214XX (13.3k)
- 5 Mana, 200 Meter required
- 5A > 5BB > 5C > 214D > Magic Guild Arthur > 6 > 5D > j.D > 2D > 236A > 5AAAA > 236XX > Pharsalia > 214XX (13.7K - 13.9K)
- 5 Mana, 300 Meter required, Damage depends on delay between 236XX and Pharsalia
Videos
Colors
Template:Colors-MAAB
External Links
General
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Characters
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|
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Fire
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Ice
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Wind
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No Element
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